Finding Corpses, Necromancy part 13

Just a quick post to add a few more quasi-Necromancy spells. A reworking the Inexorable Search (Ars p.131) as suggested in the Core rule-book, for corpses of humans and for living and dead animals.

Tracing the Trail of Death’s Stench

Intellego Corpus 20, R: Arcane, D: Concentration, T: Individual

As per the spell The Inexorable Search designed to find dead human corpses.

(Base 3, +4 Arcane, +1 Concentration)

I can see an inquisitor asking “and why do you need this incantation?”.

The Inexorable Search for the Lost Companion

Intellego Animal 20, R: Arcane, D: Concentration, T: Individual

As per the spell The Inexorable Search designed to find a living animal.

(Base 3, +4 Arcane, +1 Concentration)

Tracing the Tracks of Death’s Companion

Intellego Animal 20, R: Arcane, D: Concentration, T: Individual

As per the spell The Inexorable Search designed to find an animal corpse.

(Base 3, +4 Arcane, +1 Concentration)

Inexorable Search keeps on giving. The free new spells compendium for Ars Magica.

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Late Ars Magica presents

Bringing today that I picked up Ars Magica books Antagonists, Grogs, and The Cradle and the Crescent in hardcover as a late personal present. While they’re unlikely to dramatically change the material I write I have already found an odd snippet just by flicking through the physical books instead of using a pdf.

Granting Corporeal Forms to Spirits and Ghosts

Ars Magica (HoH;TL, p.140) has three spells to make parts of a ghost’s equipment corporeal, but I couldn’t find a spell for the ghost itself. I feel compelled to point out that the Vision of Haunting Spirits (MuMe/Im 40, Ars p.150) is far better for making a ghost visible, which might be all that is needed. Also the Penetration total needed to cast these spells on even a mid-power ghost is very significant, so these transformation spells are not spells for junior Magi.

Blessing the Incorporeal Host with Earthly Form

Muto Mentem / Corpus 40, R: Eye, D: Sun, T: Individual

This spell grants an incorporeal spirit or ghost a corporeal human form.

(Base 25, +1 Eye, +2 Sun)

Blessing the Incorporeal Council with Earthly Form

Muto Mentem / Corpus 50, R: Touch, D: Sun, T: Room

This spell grants all the incorporeal spirit or ghosts within the targeted chamber a corporeal human form.

(Base 25, +1 Touch, +2 Sun, +2 Room)

Free new spells compendium for Ars Magica.

List of Bjornaer Heartbeasts

I kept needing to find which Bjornaer magi are in which Ars Magica books, if they have detailed stats, and which heartbeasts they have. So here is a list by name.

From Publications,

Name, Heartbeast, Source, Detail



Adler, Eagle, TtA 155, Mention

Antunnos, Stag, Hooks 37, Stats

Ardea, Heron, GotF 97, Overview

Arelie, Eagle, HoH:MC 8, MentionBán Mac Tire, Wolf, TtA 118, Mention

Birna, Bear, HoH:MC 8, Mention

Bubulcus, Egret, F&F 121, Mention

Caprea, ?, GotF 97, Mention

Delfini, Dolphin, SE 83, Overview

Dyfrgi, Wolf, CI 60, Mention

Elornis One-Leg, Flamingo, F&F 121, Mention

Erica, Mole, LoH 78, Mention

Eule, Owl, GotF 84, OverviewFalke, Falcon, GotF 96, StatsFauho, Fox, HoH:MC 8, MentionFranka, Owl, TtA 155, MentionFreki, Wolf, TtA 140, StatsGunther Lupus, Wolf, GotF 84, MentionGulo Midusulfis, unknown ,LatL 114, MentionGyongy, Magpie, HoH:MC 15, MentionHeike, Boar, ToP 73, OverviewHérisson, Hedgehog, LoH 9, FeaturetteHilde Oddfish, Shark, TtA 13, Stats

Illfetu, Swan, HoH:MC 8, Mention

Istvan Padas, Stallion, GotF 97, Overview

Jon Arnsson, Lion, GotF 97, Overview

Krum, Stallion, SE 83, OverviewLarus Egg-Thief, Seabird, HoH:MC 13, Mention
Lexora, Lion, TtA 43, StatsLuna, Rat, L&L 74, Mention 
Mabsuthat, Lynx, Hooks 39, OverviewMaruhs, Stallion, HoH:MC 8, MentionMicropedus, Starling, L&L 76, MentionMidusulf, Wolf, HoH:MC 8, Mention

Neculai, Pern, AtD 103, Overview

Odorpes, Bear, GotF 82, Mention

Panthera, Lion, TtA 44, Mention

Phyllia, Polecat, GotF 97, Overview

Retetarius, Salmon, HoH:MC 15, MentionRagna, Raven, SubRosa-18 32, Stats

Schwall, Fish, GotF 40, Overview

Sirnas, Stag, HoH:MC 8, Mention 

Simium Arileins, Raven, AtD 94, Overview

Tasso Agricola Areleins, Badger, LoH 78, Overview

Ulf, Wolf, HoH:MC 28, Mention
Unnamed, Camel, C&C 170, Mention

Unnamed Covenant, Predatory birds, SE 23, Mention 
Unnamed Scapegoat, Goat, RoP:F 117, Mention 

Unnamed Sample Character, Wolf, ArM 24, Stats

Unammed Three Magyar Shapechangers, Horse, GotF 11, Mention

Urgen, Bear, GotF 95 82 83, Mention

Ursula Sharptooth, Wolf, HoH:MC 12, Mention

Varina, Owl, LoH 78, Mention

Wilkis, Wolf, HoH:MC 8, Mention

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Blog Plans for 2019

I had some plans for 2018 that I didn’t get to and that won’t change this year. On a positive note the blog reached 700 spells in March ’18 and will cap around 780-ish after I add all the recently written material from November ’18. 2019 will meander along the same way, adding the odd snippet and idea. There is still over 100 draft blog posts I could work through so while I’m confident that the blog won’t wither, it will be more sporadic.

Have a great 2019 everyone, Ironbound Tome.

Life of the Party #104 by Travis Hanson Life of the Party #104 by Travis Hanson – brilliant comic, click through to visit the Life of the Party shop. What is the angry rabbit about, a frustrated familiar, a transformed ally?

Taking a gigantism spell a few magnitudes too far?

I started thinking that Magic Resistance might (almost) be irrelevant if the attacking creature is huge enough – say far larger than Form of the Lumbering Jotunn written previously.

What happens if a creature is so large that it affects the environment and not a single Magus? Perhaps large enough to scoop a room or building sized patch of ground around an opponent in their hand. Or uproot an ancient oak tree and use it as a club? The opponents magical protections are moot, just like when a spell transforms the ground beneath their feet.

It might be akin to Gulliver from Gulliver’s Travels – so large that normal sized humans are like fingers.

Form of the Titanic Colossus

Muto Corpus 40, R: Personal, D: Sun, T: Individual

This spell monumentally enlarges the caster up to a size rank 22 version of themselves, so large that the caster’s fingers are larger than a normal person.

At this size the Magus is around 120 feet tall, and weighs over 5.5 million tons. The character’s combat mechanics are greatly enhanced, adding +22 Strength, +22 to Soak, -22 to Quickness, and radically shifting the amount of damage for each wound category. The character also gains the reach and leverage associated with the truly massive stance.

Requisites are required when cast to transform clothes and equipment, and not all equipment will be included in the transformation. The effect is designed with a girdle as the focus, which is removed to end the effect prematurely.

(Base 3 to utterly change the size of a person although still human up to size +1, +2 Sun, +7 for an additional 21 size ranks)

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Ars Magica house rule – Capping MT scores in labs?

Aside

Some characters in ars magica seem to create very specialised characters and in turn, very specialised aides and familiars. This can lead to a slew of high stat NPCs in the game and that adds to both good and bad inflation of lab totals.

One way to curb the growth is to rule that the effective Magic Theory (MT) of each assistant is capped at the lab leaders MT score.

As normal the leader needs to have the gift and also needs to follow the guidelines for how many lab aides they can have according to their Leadership score.

This additional cap would discourage familiars being used as MT xp dumps, and force player Magi to raise their MT as a higher priority. That is certainly a double-edged sword in terms of how a saga might play out.